/* Copyright (C) 2014 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #ifndef INCLUDED_SOUNDMANAGER_H #define INCLUDED_SOUNDMANAGER_H #include "lib/config2.h" #if CONFIG2_AUDIO #include "ISoundManager.h" #include "data/SoundData.h" #include "items/ISoundItem.h" #include "scripting/SoundGroup.h" #include "lib/external_libraries/openal.h" #include "lib/file/vfs/vfs_path.h" #include "ps/Profiler2.h" #include "simulation2/system/Entity.h" #include #include #define AL_CHECK CSoundManager::al_check(__func__, __LINE__); struct ALSourceHolder { /// Title of the column ALuint ALSource; ISoundItem* SourceItem; }; typedef std::vector PlayList; typedef std::vector ItemsList; typedef std::map ItemsMap; typedef std::map SoundGroupMap; class CSoundManagerWorker; class CSoundManager : public ISoundManager { NONCOPYABLE(CSoundManager); protected: ALuint m_ALEnvironment; ALCcontext* m_Context; ALCdevice* m_Device; ISoundItem* m_CurrentTune; ISoundItem* m_CurrentEnvirons; CSoundManagerWorker* m_Worker; CMutex m_DistressMutex; PlayList* m_PlayListItems; SoundGroupMap m_SoundGroups; float m_Gain; float m_MusicGain; float m_AmbientGain; float m_ActionGain; float m_UIGain; bool m_Enabled; long m_BufferSize; int m_BufferCount; bool m_MusicEnabled; bool m_SoundEnabled; bool m_MusicPaused; bool m_AmbientPaused; bool m_ActionPaused; bool m_RunningPlaylist; bool m_PlayingPlaylist; bool m_LoopingPlaylist; long m_PlaylistGap; long m_DistressErrCount; long m_DistressTime; ALSourceHolder* m_ALSourceBuffer; public: CSoundManager(); virtual ~CSoundManager(); void StartWorker(); ISoundItem* LoadItem(const VfsPath& itemPath); ISoundItem* ItemForData(CSoundData* itemData); ISoundItem* ItemForEntity(entity_id_t source, CSoundData* sndData); Status ReloadChangedFiles(const VfsPath& path); void ClearPlayListItems(); void StartPlayList(bool doLoop); void AddPlayListItem(const VfsPath& itemPath); static void CreateSoundManager(); static void SetEnabled(bool doEnable); static Status ReloadChangedFileCB(void* param, const VfsPath& path); static void CloseGame(); static void al_ReportError(ALenum err, const char* caller, int line); static void al_check(const char* caller, int line); void SetMusicEnabled(bool isEnabled); void setSoundEnabled(bool enabled); ALuint GetALSource(ISoundItem* anItem); void ReleaseALSource(ALuint theSource); ISoundItem* ItemFromData(CSoundData* itemData); ISoundItem* ItemFromWAV(VfsPath& fname); ISoundItem* ItemFromOgg(VfsPath& fname); ISoundItem* GetSoundItem(unsigned long itemRow); unsigned long Count(); void IdleTask(); void SetMemoryUsage(long bufferSize, int bufferCount); long GetBufferCount(); long GetBufferSize(); void PlayAsMusic(const VfsPath& itemPath, bool looping); void PlayAsAmbient(const VfsPath& itemPath, bool looping); void PlayAsUI(const VfsPath& itemPath, bool looping); void PlayAsGroup(const VfsPath& groupPath, CVector3D sourcePos, entity_id_t source, bool ownedSound); void PlayGroupItem(ISoundItem* anItem, ALfloat groupGain); bool InDistress(); void SetDistressThroughShortage(); void SetDistressThroughError(); void Pause(bool pauseIt); void PauseMusic(bool pauseIt); void PauseAmbient(bool pauseIt); void PauseAction(bool pauseIt); void SetAmbientItem(ISoundItem* anItem); void SetMasterGain(float gain); void SetMusicGain(float gain); void SetAmbientGain(float gain); void SetActionGain(float gain); void SetUIGain(float gain); protected: void InitListener(); Status AlcInit(); void SetMusicItem(ISoundItem* anItem); private: CSoundManager(CSoundManager* UNUSED(other)){}; }; #else // !CONFIG2_AUDIO #define AL_CHECK #endif // !CONFIG2_AUDIO #endif // INCLUDED_SOUNDMANAGER_H